Project Canon is aimed at taking existing characters' models, textures and movesets and edit them to provide them with more proper canonical representations while maintaining a sense of balanced gameplay.

Animation fixes! Wolf's right shoulder-pad no longer flips upside down during his forward-air landing, Dash turn, Up Smash, and his left arm no longer detaches during his tumbling animation

Why change the running speeds? In Star Fox Assault, Falco and Wolf run faster than Fox, with Wolf being the fastest of the three.

Eruption's flame effect has been removed both while charging and unleashing the attack. OBS: Unleashing a fully charged Eruption freezes the game.

Run Initial Velocity: 1,371>2,2

Why make him so fast? In Path of Radiance, one of Ike's best stats is his speed.

Why remove the flames? Ike only wields any kind of power while aided by the goddess Yune during the Final Boss in Radiant Dawn; a power that manifests as blue flames. Other than that, he has no access to any kind of fire or magic.

Ice Climbers: In the game Ice Climber, player 1 plays as Popo, and player 2 plays as Nana, and never do you play as both, so we currently plan on changing the 6 costumes to Popo, with 2 alternate costumes, and Nana, with 2 alternate costumes.We also plan on havingthe colors(especially the default palette swaps) be more saturated, like in the sprites: http://i49.servimg.com/u/f49/12/19/16/85/ice_cl10.gif

Pit:Replace his 2 short-swords with a Mallet, to be incorporated into the movesetSlightly modify the model and recolor it to properly reference the gameImport a custom-model of Silver Armor onto him(See Moveset changes for more info on this)

Moveset changes

Final Smash - Luigi sucks up the character in front of him, then shoots the character out of the vacuum at high speed.Up-B - Luigi sucks in reverse, which blows him away from the ground.Side-B - Use Selected Elemental Medal(See Down-B)Down-B - Swap between Fire Elemental Medal, Ice Elemental Medal, and Water Elemental Medal. The fire one will do high damage, but have no power; the ice one will do medium damage and no power, but have a chance of freezing the opponent; and, the water one will do minimal damage, but have really high power.B - Use Flashlight. If it successfully hits an opponent correctly, then the opponent is briefly stunned.Side-Smash - Start to suck an enemy. If the enemy is moving, you must match the movements on the joystick, just like Luigi's Mansion when sucking up a common ghost; the difference being, while you're attached, you'll just deal damage, and never be able to use this to fire someone off the stage or kill them automatically; only deal damage. Occasionally, hearts may drop in the middle of using this move, and any character can pick them up.Various A Attacks - Swing with the poltergust(Not suck with it, but swing it like it's a sword, almost)Grab - Suck an opponent to grab them, then shoot them from the PoltergustSide-Taunt - Call out for Mario

Model/Texture Edits - Change textures and slightly change the model to reflect Super Mario Sunshine appearance, and also have F.L.U.D.D. on him at all times by changing the visibility bone on it; also modify F.L.U.D.D.'s textures to more reflect Super Mario Sunshine

New Final Smash: Pulls out a Starman, and becomes temporarily immune to damage and can hurt enemies by just touching them. (Similar to Super Sonic, but no flying.

Model/Texture Edits - In Super Mario Sunshine and Mario Party 4, his designs are practically identical, so he should be textured to mimic his Mario Party 4 appearance.

Model/Texture Edit - Zelda appears in Twilight Princess almost all the time in a robe in the same .pac/.pcs as the regular ones(i.e. Both models, but separate visibility bones), and then for any of her moves(e.g. Her Final Smash) that involve appearances in the game where she doesn't wear the robe, animate her removing her hood for those moves. Also modify the textures to have that Brawl-like higher brightness effect.

Note: If there's something put like "Down-Smash" or "Final Smash" or anything, without a ':' or description after it, then it means no change to Brawl's moves, but just set the move to being visible for that Zelda model.

Zelda - Part A(Robe-Related Moves):

Up-B: Make it similar to Fox's/Falco's Up-B, but make it look similar to a green comet with wind and leaves surrounding it(AKA Farore's Special Move)Side-B: Samus-Style charge up ranged attack that, upon release, will do NO damage, but have much more power than Samus's(AKA Nayru's Special Move)Down-B: Start creating a shield that slowly makes its way around Zelda, and then, after it's finished forming, will explode in a similar fashion to Din's Fire in Ocarina of Time, and it will have a very slow charge-up time, but have high power(AKA Din's Special Move)(Note, though, that hitting her before the shield is fully up will break the shield, and she'll have to start over; also, attacks can go through the shield)B: A counter that functions as Peach's, only has an electric counter instead of a punch-like effectAerial Up-A: Change to lightning effectAerial Side-A(Forward)Aerial Side-A(Backward)Aerial Down-A: Change to be more like Ganondorf's Aerial Down-A in Brawl in effects and powerAerial A

More Ideas for Zelda - Part B(Robe-Not-Being-Worn-Related Moves):

Note: For any times that the words "Zelda's Sword" is used, it means her sword that she wields in the cinematic clip where she surrenders to Zant.

Final SmashUp-Smash: Move Zelda's Sword above her head, in a quick side-to-side motion, similar to her Brawl's Up-Smash, but having the blade have water on it, instead of electricity, that will function the same(AKA Nayru Attack)Side-Smash: Swing Zelda's Sword in front of her in an arc, from her head to her feet; it has an exploding fire effect upon impact(Similar to hitting a character with Mario's Side-Smash)(AKA Din Attack)Down-Smash: Sweep Zelda's Sword around beneath her, just like Shulk's Down-Smash in Sm4sh, and apply a forest-like visual effect, that will function like her electric attacks(AKA Farore Attack)Up-Tilt-A: Arc Zelda's Sword above her head in a side-to-side motion, with Nayru's Attack visual effectSide-Tilt-A: Poke Zelda's Sword in front of her in a jabbing motion, with Din's Attack visual effect(It would be similar to Marth's B in animation, but toned down on the force of the attack)Down-Tilt-A: Poke Zelda's Sword in front of her on the ground, with a Farore's Attack visual effect(It would be similar to Marth's Down-Tilt-A)RunForward-Then-A: She uses Zelda's Sword, lunging forward, with a white effect(Combining all 3 visual effects)(It would be similar in animaiton to the final strike of Link's Final Smash)A: Attack with Zelda's Sword, with a white effect(Combining all 3 visual effects)(It would be similar in animation to Marth's regular A)

Final Smash: Mach Tornado will be moved from his neutral B, and will have Meta Knight fly to whicheved direction the attack is aimed, and launch a gigantic tornado towards the other side of the screen by charging and then stabbing his sword to the ground, like it's canonical counterpart.

New Neutral B: Unleashes a flurry of attacks. Can be held down to have him continue attacking for a short period of time. Can move while attacking.

Allow Charged Shot to be charged in the air.

Make Morph Bombs stay in the air if activated as such.

New Side Smash: Flamethrower: Burns enemies in front of her.

Samus can now cling onto walls as a refference to the Power Grip ability from Metroid: Zero Mission.

Final Smash: Plasma Beam/Wave Beam hybridSide-B: Change model to look like Missile in-game; do the same with the Super MissileDown-B: Change model to reflect gameNeutral B: Change color to reflect in-game appearance; also change default damage(If not charged at all) to 1Aerial-A: Screw Attack(Function like Sonic's Aerial-A, but have Brawl's Up-B animation; also have it change colors)Misc.: Make Samus more of a heavy character, like Ganondorf, since she's wearing the Varia suit, which makes her less susceptible to damage(Precisely 20 in Zero Mission), but have her still be "lightweight" in-air due to her jetpack-thing

Side B: Beast Ganon rush attack (Similar to Ike's Quick Draw, has a longer cooldown but more powerful.)

Neutral B: OoT Orb (Longer casting, stronger version of Charged Shot. Has sparkles similar to that of the possessed Zelda fight)

Up B: Rushes across the screen in a flash like how he killed one of the Sages. Functions like Wolf's Up B, and can be angled as such. Tilting the joystick left or right causes Ganondorf to do the Flame Choke.

Down B: Swap between a close-combat Bulbin, a Bublib Archer or his horse to fight alongside him. Have Ganondorf be able to mount his horse and have him run over enemies with charge-forward. Ganondorf can be knocked over the horse if hit.

If Ganondorf uses his Down B in the air, he slams down like in OoT.

Horse dash attack: Ganondorf swings his sword in a U shape, which reaches both behind him and in front of him (to provide a nice hitbox)

Horse Up B: Ganondorf raises his sword and creates the ghost riders from the horse boss fight in TP, who rush both straight forward and behind Ganondorf.

Note: Ganondorf and his allies share the same HP.

Rest of his moveset: Using only the Warlock Blade, though most attacks will have added darkness and lightning effects. Have him have a block similar to Link's, where he must stand still and then it will animate the same as Marth's/Ike's counter moves.

Ganondorf's Warlock Blade moveset has the same damage as his regular Brawl moveset, though hitbox changes will be needed.

Final Smash: Turns the stage into a ghost-town replica from TP. Anyone who touches the ground will be turned into ghosts, which Ganondorf stunlocks. (Similar to Peach's FS, but with no peaches )

Air dodge: Ganondorf wraps himself in a cacoon of dark energy. Moving the analogue stick left or right causes Ganondorf to warp in that direction.

Holding down the up-taunt causes Ganondorf to emit a Triforce energy field seen during the possessed Zelda fight.

Side-Smash: Starts off with his elbow smash, followed by his sword forward smash if the A button is clicked again. If you hit the A button again, Ganondorf does his Neutral B attack from Project Ganondorf.

Moveset Edits:Down-B - Keep Ground Pound, but, if applicable, edit the animation to more mimic Super Mario SunshineNeutral B - Spit Yoshi JuiceDouble-Jump - Keep Brawl's Flutter JumpDown-Taunt - Animate Yoshi eating a piece of fruit, and he will change his color; if he eats a papaya or a pineapple, he'll become orange, if he eats bananas or a coconut, he'll become pink, and if he eats a durian or a pepper, he'll become purple; and it'll actually be in that order that he can do it; for example, if you pick his default green palette before the match, and then use the taunt for the first time, he'll eat either a papaya or a pineapple(It's random which one), and become orange

New animations where Yoshi stands upright.

Spinning Kong is to be removed and replaced with two barrels that function like rockets: Functions like Fire Fox/Bird, but comes out instantly like Wolf's Up-B.

Dash attack is to be changed to his rolling attack from DK:CR

New Side B: He slams down at the ground and a cannon comes down, which he jumps into and launches out of.

Forward Smash: Boomerang Banana. Tosses a large banana straight forward. Functions like his current Forward Smash, but has slightly more range.

Final Smash: Strong Kong (DK64) DK becomes covered in flashing lights, and becomes immune to damage for a short period of time.

Down Smash: Bongo Blast (DK64). DK pulls out his bongos and slams on them twice. Functions the same as his regular down smash.

Down Air: Simian Slam (DK64). Similar to Mario's ground pound.

Dash attack is to be replaced with the Head Splitter

Replace His Up-B(Have it be an extra-powered version, extra-AOE version of his Brawl Up-B, but have it go only to the sides, instead)

Jump Strike - Replace His Side-B(Have the range be the same as in TP.)

Back Slice - Replace his regular B(Link must be within about 3 sword-lengths or so from the other character, and then everything will be automated, where Link will roll around the character even if he or she is moving, BUT, he will have press B again at an exact moment in time, or else will miss and be vulnerable to attack)

Ending Blow - Replace His Down-Smash(It would be really powerful, but the enemy would have to have fallen down, which means that you have to use your other Smash attacks to attempt that, first, and those Smash attacks have an increased chance of knocking the character down)

Shield Attack/Helm Splitter - Replace His Side-Smash(i.e. It will be a 2-Attack Side-Smash, like Brawl's; first Shield Attack, then a timer or else you can't use Helm Splitter, then Helm Splitter).

Up-Smash: Spin Attack

Up-Tilt-A: The same as Toon Link's Up-Smash in Brawl

Side-Tilt-A: Regular Attack(i.e. In TP, when you're pressing forward on the joystick and then press B)

Quick Attack is to be changed to its canonical counterpart, which involves charging in the direction you tilt the joystick.

Thunder will strike down in front of Pikachu.

Thunder Jolt is to be replaced with Thunder Shock.

Rest will heal Jigglypuff by 3-5 percent rather than be an attack.

Eruption will no longer freeze if unleashed fully charged.

Aether will have a second backflip attack after the initial spin, followed by a slitit heal.

Great Aerther's flames will be removed.

New Side B: PSI Rockin'. Ness unleashes a horizontal wave of energy that can hit multiple opponents.

New Down B: Hypnosis. Funcions like Jigglypuff's Sing.

New Up B: Paralisys. Functions like Fire Fox/Bird, and puts one enemy it hits in a stunned position for 2 seconds.

Up Smash - PK FlashSimilar to his original Up Smash, but only hits above him instead of having hitboxes surrounding him

Neutral Special - PK LoveExtends his arms and legs outward while floating then slowly curls into a ball, then quickly extends his arms and legs again generating an explosion(similar to his Up Smash but with the GFX surrounding him)

Side Special - PSI Shield/PKI CounterPoints forward generating a shield, when the shield is hit by a melee attack it pulses and stuns the opponent then moves forward dealing half the dmg and kb that would have been taken(Lucas also receives half the dmg but not the kb)

Down Special - Defense UpSimilar to OffenseUp but instead decreases base dmg and kb taken while also increasing the dmg and kb output of PSI Shield/PSI Counter

Up Special - Offense UpIncreases the attack powers of his next attack(charge similar to PM version). When used in the air Lucas will propel himself upward, similar to the second part of PK Thunder, but only does dmg on startup.

Model/Texture edit to reflect OoT.Up B: Animation is to be changed to her teleportation in OoT.Side B: Her needles are to be moved to her Side B.Down B: Transforming into Shiek is removed, and replaced with a spin kick.B: Dodge Counter: Similar to Lucario's counter.Final Smash: Shiek's Harp from OoT. Play's Zelda's Lullaby on the harp, causing enemies to fall asleep like Peach's Final Smash.

Is planned to have a variety of PSA's. Note: Toon Link will have a Magic Meter visible for ALL his movesets, including that Magic Jars will occasionally appear on the stage, though semi-rare.

Potion MovesetUp-B: Drink Potion ASide-B: Drink Potion BDown-B: Drink Potion CNote: Chus will randomly spawn on the stage, and they won't do anything but sit there; they can be attacked by anyone, and after they die, they'll leave behind chu jelly that will disappear after a bit. Fairies will also periodically appear, but they will disappear after a certain amount of time, as well. However, if Toon Link scoops one of these up, it will stay in his bottle and not disappear until he drinks it.Another Note: The various Chu types have certain percentages of appearing; i.e. rare ones won't appear as commonly as common ones.B: Scoop up Chu Jelly/Fairy/Show IconsAnother Note: There are 4 types of potions that Toon Link can make when scooping up the jelly/fairies - Red Potion, which heals him 100%(Like a Heart Container in Brawl), Green Potion, which will restore all of his magic meter(I'll get to how that will be used later), Blue Potion, which does both, and Fairy, which will heal him 100%(Like a Heart Container in Brawl), or, if he hits 100%, it will automatically be used to heal him the same 100%.Another Note: Pressing B if you're NOT scooping up anything will just show the icons of what potion is which direction(Kind of like a pie chart layout); empty bottles will display an icon of an empty bottle, instead of not be thereAnother Note: Because the Potion Moveset gives him free healing and stuff, he doesn't need his extra third jump, or else he might get overpowered.

Boomerang MovesetUp-B: Throw Boomerang Upwards and Jump High UpwardsSide-B: Throw Boomerang to the SideDown-B: Throw Boomerang Downwards, in a Volley-shaped sweep from left to rightB: Keep Boomerang hovering there before it comes back(e.g. If he throws it to the side, he can just hold B down, and it will stay in place where the maximum distance it's thrown is, and then return to him[No matter where he is] after he releases B)Note: His regular two jumps will be extra high, since his B moves would be weaker than all the other PSAs.

Bomb MovesetUp-B: Throw a Bomb downward, thrusting yourself upwards without giving yourself damage, but it can damage anyone who stands there(Similar in animation to Megaman in Sm4sh, if you jump once and use his aerial Down-A)Side-B: Throw a Bomb to the sideDown-B: Place a Bomb on the groundNote: There will be bomb flowers on the map somewhere(Using Pokemon Trainer's location data, but drastically changing the translation of the model so that it's actually in play), where Toon Link can pick bombs from; there's a cooldown, though, before he can pick bombs from them again. You'll start the game, though, with 30.(Basic Bomb Bag)B: Pick Bomb from Bomb Flower

Bow MovesetUp-B: Shoot Bow Upwards and Jump UpwardsSide-B: Shoot Bow to the SideDown-B: Shoot Bow in a Volley Downwards(This ONLY works with arrows that you have at least 5 of, as it removes that many all at once; e.g. If you have your arrow type set to Light Arrows, and you have 3 of them, but you have 15 regular Arrows, it will auto-switch the arrow type to regular, but ONLY for that move; it will then switch back to what you were using; note that this means that if you have less than 5 of ANY type[Even if, combined, you have more than 5], that means that this move will shoot nothing at all)Note: Arrows will randomly spawn on the map, and you will find either regular Arrows(Most Common), Fire or Ice Arrows(Tied for Rare), or Light Arrows(Extremely Rare). Toon Link starts each battle with 30 regular Arrows.(Basic Quiver)B: (If Applicable)Swap Arrow Types, between the 4 types - Regular, then Fire, then Ice(Same as Fire, only instead of extra power, they'll stun the enemy for a short amount of time), then Light.Note: Firing any arrows other than the regular ones uses up Toon Link's Magic Meter. If Toon Link is short magic to fire these, any time that Toon Link fires arrows of that type, it will auto-switch to regular arrows when he shoots the arrow(s), then back to whatever type you were using.

Power Bracelets/Magic Armor MovesetUp-B: Slower, Far-More-Powerful Version of his Up-SmashSide-B: Slower, Far-More-Powerful Version of his Side-SmashDown-B: Slower, Far-More-Powerful Version of his Down-SmashB: Use Magic Armor(Holding B continually uses it, draining magic while you do that)Note: Because this moveset gives him very powerful attacks, he doesn't need his extra third jump, or else he might get overpowered.

Hookshot MovesetUp-B: Shoots the Hookshot Upwards; if it hits an enemy, you'll be pulled to the enemy's location, and, like a grapple(Like Captain Falcon's/Ganondorf's Up+B's in Brawl), toss them to the side; if it collides with terrain of ANY sort(Even platforms), it will pull you to that location, and you can use the control stick to pull the chain on it up or down, and A to unlatch the Hookshot from the terrain; if it doesn't hit anything, then the move won't do anything at all.Side-B: Shoots the Hookshot to the Side; something similar(A side-to-side version) to the above statement happens with this move.Down-B: Shoots the Hookshot Downwards; something similar(A downward version) to the above statement happens with this move, with the exception that, if an enemy is it, instead of being pulled to the enemy, the enemy is instead pulled to you.B: If attached to terrain with the Hookshot, pressing B will start to swing you in whichever direction you are currently facing, then pressing it again will have you swing the other way, etc. etc.

Skull Hammer MovesetUp-B: Swing the hammer in an arc around your headSide-B: Swing it in front of you, similar to Kirby's Side-B when he's on the groundDown-B: Squash something in front of you with it(e.g. An arc from your head to the ground in front of you)B: Swing it around you, like Toon Link's Up-B in BrawlNote: These all function the same as Smash Attacks

And now, the final paragraph describing what's consistent across all of these Toon Link PSAsUp-Smash: Brawl's Up-B; If he has enough in his Magic Meter, a FULL charge-up will use Hurricane Spin instead of the regular spin.Down-Smash: Throws a pig to the sideFinal Smash: Toon Link uses the Wind Waker - The way that he uses it is similar to Jigglypuff's FS in Brawl, only instead of puffing up Toon Link(Though I admit that would be funny to look at), it would create a torrent of wind that would surround that whole area, and have the same effect as Jigglypuff's FS.Miscellaneous - Deku Leaf: If Toon Link stands still, a gust of air will randomly be created, but only for visual effect to stay canon; it won't actually do anything to other characters. Also, when Link "falls", he falls slowly, and he takes out the Deku Leaf in order to glide in that slow motion.Miscellaneous - Wall Crawl: Somehow incorporate this into his moveset, maybe as change of movement if he comes in contact with any wallsModel/Texture Edit: Although he's supposed to represent his Wind Waker appearance, he looks almost nothing like it, so his textures need to be edited to look like he does in Wind Waker, while still having that Brawl-style brightened effect.

Height is to be changed to 6'2" (1.88 SM)

Height is to be changed to 5'8" (1.73 SM)

Fox will jump as high as Falco.

Height is to be changed to 6 feet 2 inches.

Wolf will be able to jump slightly higher than Falco and Fox.

New Final Smash: Same as before, but Falcon jumps out and Falcon Punches the enemies caught.

Down taunt will allow Captain Falcon to pull out his gun, and use it as follows:

Side B: Pulls out a sniper rifle and shoots forward (Again similar to Snake's Side B in PM, but deals damage.)

Down B: Places a mine similar to Snake's Down Smash, but cannot be charged.

Neutral B: Throws a grenade. Functions like Snake's grenades.

Side Smash: Pulls out a H Launcher and shoots straight forward. Has the same speed as Fox Illusion/Falco Phantasm, but has a cooldown.

Down Smash activates a barrier, blocking projectiles, but has a cooldown.

Up Smash: Fires several rounds from a machine gun.

Part A(Animal Friends):

Use Side-B to summon an animal friend(It will be random, with the more powerful ones being rarer), then use whatever they would've had the ability to do in the game.(For example, Rambi, the rarest to summon, would use his Supercharge, charging forward quickly, ramming stuff, but with a wait before he charges forward)

References: Diddy Kong's Quest: Animal Friends

Part B(Items):

Final Smash: Guitar Gazump(Functions similarly to Donkey Kong's Final Smash)B: Slight Change(Peanut Popgun) - Holding B for a full charge-up will use Homing Ammo, acting like Sonic's B, homing in on the nearest targetUp-B: No Change(Rocketbarrel Boost)Down-B: Put a Kannonball in a Kannon and blast yourself from the Kannon at an angle of about 45 degrees. This move does damage enemies, since it's literally shooting a Kannon.Down-Tilt-A: Pull out an orange, then use a directional+A to throw it(Similar to Link's Down-B)

Model/Texture Edits - Change both his textures and his bike's textures to more match those in the game

Alternate Costume Changes - Base the regular Alt. costume on his Classic Wario appearance in-game, and then the other Classic Warios off of that basic costume

Final Smash - Either replace with Wario's Laptop(i.e. Putting the other characters into his microgames on the laptop) or with Wario's Bomb(i.e. a ticking bomb that will explode the screen), though I'm not sure which would be a better idea

Down Throw: Flips the enemy upside-down, and jumps up into the air and slams them down.

Dash attack: Wario dashes at the target with his arms stretched out, striking them with his chest.

Jab: Punches with his right fist, then his left, and delivers a down-angled punch with his right fist.

Down Air: Ground Pound, as seen in Wario World.

New grab animation: Holds the enemy high above his head. Hitting the A Button causes Wario to punch his grabbed opponent while still holding onto them with his left hand.

Back Throw: Turns around and tosses the enemy in that direction (Similar to DK's forward throw)

Wario's bike is replaced with his car.

Razor Leaf now sends multiple leaves rather than a single one.

Side B - Sonic Wind

Raises his right hand before sending out a blue wind current.

Up B - Performs a Tornado move, damaging everyone caught inside.

Dash attack - Windmill

Utilizes break dance moves to execute a Spin Kick to strike opponents by sticking out one leg and spinning 360 degrees around himself horizontally.

Forward air - Sonic Eagle.

Performs a powerful overhead axe kick from a frontward somersault, knocking opponents to the ground.

Up Smash - Top Kick.

Sits down in a kneeling position, with one hand on the ground while grinding his other fist. The user then jumps up slightly from his kneeling position, raising his arms, and delivers a quick High Kick to the opponent.

Forward Smash - Sonic Storm.

Curls up into a ball and rotates quickly, releasing a shock wave fired downwards diagonally while flying a very small distance back from the recoil.

Up tilt - Sonic Kick.

Spreads his arms out and hits the opponent with a swift, upward kick

Down Smash - Sonic Flare.

Falls straight down and carries his entire body on one hand. Using break dance moves, Sonic then does a sweeping kick across the opponent in a circular motion, before shifting over to his other hand and lifting his legs up on one hand (and then hopping back into neutral stance).

Final Smash - Use his Harp, in the following way: http://www.kidicaruswiki.org/HarpUp-B - Angel's FeatherSide-B - Put a Fire Arrow on the next Neutral-B( http://www.kidicaruswiki.org/Fire_Arrow )Down-B - Use Protective Crystal( http://www.kidicaruswiki.org/Protective_Crystal )Neutral-B - Keep the SameUp-Smash/Side-Smash/Down-Smash - Swing a Mallet; it will break after swinging it, but only in animation, as it's common-enough in Of Myths and Monsters that he'd have another one; it will be really slow but deal high damageSide-Taunt - Pit uses his Torch, Pencil, and Check Sheet, sketching a mapMisc - He has Silver Armor equipped, which will have him take only 50% damage constantly; however, to maintain balance in-game, he should fly twice as farMisc - He has constant slowfall, because in Of Myths and Monsters, his wings would have the ability to slow his decent

Side B - Smooth Moves Gun.

R.O.B pulls out a red Ray Gun to unleash a somewhat strong blast.

Consists of moves based off of the "True Ike" PSA.

Neutral B: Sends a projectile of electricity forward.

Down B: Counter is removed, replaced with Charm, reducing knockback and increasing speed by %10.

Side B is now more similar to his regular attack in Shadow Dragon. He first stabs the target with the Falchion in his left hand, and then slashes the opponents chest with the Falchion in his right hand.

Dash attack now comes out quicker, similarly to his attack in in Awakening.

Forward tilt: A quick hop followed by a quick slash to the right.

and Nana

Walking animation is to be more rapid.

Jab has been slightly changed. Popo and Nana now raise their mallets above their heads before striking down. Second jab is still the same.

...Fascinating. Although, I don't understand the changes to the Star Fox characters move speeds, at all.Also

In Star Fox Assault, Falco and Wolf run faster than Fox, with Wolf being the fastest.

As for Ike, the reason I removed the flames is because Ike only had the blue flames while wielding Yune's power by Radiant Dawn, whereas in SSBB his appearance is based off of his Path of Radiance appearance.Post Merge: January 29, 2016, 08:28:11 AM

So I would like to join the model and texture editors part(And animator/moveset editor, but ONLY after I finish my Wolf Link import is when I'll start learning about that stuff, and that's gonna be quite a while from now, and then I will only do certain things for that, as well), but I will only do certain things. I would also like to submit my input, since I'm a huge Zelda fan:

Ganondorf(I have more ideas coming for Ganondorf soon):

In SSBB, his appearance is based off of his Twilight Princess appearance, and in that game, he was more powerful than anyone except for Din, Farore, and Nayru. He even had defeated Zelda, and the only reason that Link was able to defeat him instead of being turned into one of those blue flame ghost-things, is that he was given power by the TriForce goddesses. So he was severely nerfed, and the downsize was to more match his power in Brawl, as they had to make him far weaker, or else he'd nuke the entire list of fighters. It would be like playing with Darth Vader - it just wouldn't be fair, which is why they nerfed him. So here's my idea on what to do with him - I'm with the size increase, but only because size doesn't have to change his power level, although I do think that he's too weak in Brawl, and needs to be more like in Melee(But not TOO powerful, cause he shouldn't be an OP character; none should be). I also think that turning into Beast Ganon should be his Side+B, far weaker, and can use any time.(Make the stats like Ike's Side+B, but have the timer on using the skill be longer, with more power to it, since it takes longer to cast) Because, in the TP game, Ganondorf's beast form is actually BEFORE you get to fight his human form. Long before. For his regular B, I think it should be his glowy-ball, and have it function like a longer-casting and more powerful version of Samus's.(The one that in every Zelda game, you have to reflect it back at him with the Master Sword) For his Up+B, I think his move should be like the thing that he did in the cinematic clip involving when he killed the sage.(i.e. He rushed across the entire screen in a flash, the same way that Wolf does with his Up+B) But I was thinking maybe have it be directional like with Fox's/Falco's Up+B. And his Down+B, I think he should constantly have a creature by his side, acting as an NPC(Like Olimar's Pikmin), and this should function as his power-up so that he's not so weak, and pressing Down+B would swap it between various creatures, like an Octorok, a close-combat Bulblin, a Bulblin Archer, a Boar(I can never remember the official name for them)(That wouldn't do anything, but he could mount it and then use it like a common Brawl weapon, where the various types of attacks would be like Bowser's, and the charge-forward+A would be the one in the game where the boar rushes forward, practically knocking the rider off the back), and various other creatures. Then, I think that his overall regular moves should actually be swapped with sworded moves, because, let's face it, in TP, he doesn't even do anything at all with his hands, and does everything with his sword. And I think that he should have a block similar to Link's, where he must stand still and then it will animate the same as Marth's/Ike's counter moves. And FINALLY, his Final Smash should be as close as possible to his most-powerful move in-game, which is, making the entire world into a ghost town, basically. So here's what it should do: Anyone who's touching the ground will be turned into ghost forms, which only Ganon can see, so it would allow him to stunlock those characters.(Functions EXACTLY like Peach's FS, only without the Peaches on the ground)

Sheik(Based on Twilight Princess version of Ocarina of Time Appearance):No Info Yet(Info Coming Soon)

Zelda(Based on Twilight Princess):No Info Yet(Info Coming Soon), though I do disagree with what you wanted to do with her, simply because what Link can do with the powers is entirely different than what Zelda can do with them. I do think they should be changed, though, not to reflect the original Nayru's Love, Din's Fire, or Farore's Wind, but simply because Brawl's Zelda is based off of Twilight Princess, who not only does not have those powers in that game, but she already has so much to base from that game, which I will have more description on next post.

Link(LOTS More Info Coming Soon):

My ideas so far(Link will be a very descriptive overhaul, since he obviously has the most action and the most appearance in the game, so it's easier to know what to do with him) are as follows. I think he should have alternate PSA options with the only changes being his B, Side+B, Up+B, and Down+B. And the changes should be having each PSA centered around a certain item that Link can use. For example, the one that I have the idea so far for, is the Gale Boomerang, in which case, Up+B would be throwing a gust of wind upwards, similar to MegaMan's aerial Up+A in Sm4sh, only it would also have him jump when he uses it for his third jump, Side+B would be his Brawl's Side+B, regular B would be a charge move like Samus's gun, and upon release will be similar to his Brawl's Up+B, only it will take less casting time, won't deal any damage, will throw characters further, and has the same power-equivalence of charge-up take longer(i.e. Minimum Power will take less time than Brawl's Up+B, but Maximum Power will take more time to charge up than Brawl's Up+B), will have more AOE, and won't have him jump higher. And the reason that I DID NOT give him a Down+B, is that, like in TP, I think his Down+B should transform to Wolf Link, with a whole other PSA; I am currently working on Wolf Link as an import and PSA here, if you want to read more on it. And my other idea so far is that you mentioned "Dash attack is to be replaced with the Head Splitter"(It's actually "Helm Splitter", but I knew what you meant), and I don't think it should replace that move, but that does give me an idea that basically anyone who plays the game will end up having every single hidden skill unlocked, and they're pretty-often used in the game, so why not incorporate them into his moveset, as another alternate PSA, since it's quite similar to an item, and then have the commonly-used ones incorporated in his all his PSAs(i.e. The commonly used ones will be designated to anything other than B moves)? Mortal Draw - Replace His Down-B(Have it work as a counter, like in TP; where the enemy must be attacking in order for the move to work, or else he'll get hit with the next attack because he'll be momentarily stunned); Great Spin Attack - Replace His Up-B(Have it be an extra-powered version, extra-AOE version of his Brawl Up-B, but have it go only to the sides, instead); Jump Strike - Replace His Side-B(Have the range be the same as in TP, of course); Back Slice - Replace His regular B(Link must be within about 3 sword-lengths or so from the other character, and then everything will be automated, where Link will roll around the character even if he or she is moving, BUT, he will have press B again at an exact moment in time, or else will miss and be vulnerable to attack); Ending Blow - Replace His Down-Smash(It would be really powerful, but the enemy would have to have fallen down, which means that you have to use your other Smash attacks to attempt that, first, and those Smash attacks have an increased chance of knocking the character down); Shield Attack/Helm Splitter - Replace His Side-Smash(i.e. It will be a 2-Attack Side-Smash, like Brawl's; first Shield Attack, then a timer or else you can't use Helm Splitter, then Helm Splitter).

So I would like to join the model and texture editors part(And animator/moveset editor, but ONLY after I finish my Wolf Link import is when I'll start learning about that stuff, and that's gonna be quite a while from now, and then I will only do certain things for that, as well), but I will only do certain things. I would also like to submit my input, since I'm a huge Zelda fan:

Ganondorf(I have more ideas coming for Ganondorf soon):

In SSBB, his appearance is based off of his Twilight Princess appearance, and in that game, he was more powerful than anyone except for Din, Farore, and Nayru. He even had defeated Zelda, and the only reason that Link was able to defeat him instead of being turned into one of those blue flame ghost-things, is that he was given power by the TriForce goddesses. So he was severely nerfed, and the downsize was to more match his power in Brawl, as they had to make him far weaker, or else he'd nuke the entire list of fighters. It would be like playing with Darth Vader - it just wouldn't be fair, which is why they nerfed him. So here's my idea on what to do with him - I'm with the size increase, but only because size doesn't have to change his power level, although I do think that he's too weak in Brawl, and needs to be more like in Melee(But not TOO powerful, cause he shouldn't be an OP character; none should be). I also think that turning into Beast Ganon should be his Side+B, far weaker, and can use any time.(Make the stats like Ike's Side+B, but have the timer on using the skill be longer, with more power to it, since it takes longer to cast) Because, in the TP game, Ganondorf's beast form is actually BEFORE you get to fight his human form. Long before. For his regular B, I think it should be his glowy-ball, and have it function like a longer-casting and more powerful version of Samus's.(The one that in every Zelda game, you have to reflect it back at him with the Master Sword) For his Up+B, I think his move should be like the thing that he did in the cinematic clip involving when he killed the sage.(i.e. He rushed across the entire screen in a flash, the same way that Wolf does with his Up+B) But I was thinking maybe have it be directional like with Fox's/Falco's Up+B. And his Down+B, I think he should constantly have a creature by his side, acting as an NPC(Like Olimar's Pikmin), and this should function as his power-up so that he's not so weak, and pressing Down+B would swap it between various creatures, like an Octorok, a close-combat Bulblin, a Bulblin Archer, a Boar(I can never remember the official name for them)(That wouldn't do anything, but he could mount it and then use it like a common Brawl weapon, where the various types of attacks would be like Bowser's, and the charge-forward+A would be the one in the game where the boar rushes forward, practically knocking the rider off the back), and various other creatures. Then, I think that his overall regular moves should actually be swapped with sworded moves, because, let's face it, in TP, he doesn't even do anything at all with his hands, and does everything with his sword. And I think that he should have a block similar to Link's, where he must stand still and then it will animate the same as Marth's/Ike's counter moves. And FINALLY, his Final Smash should be as close as possible to his most-powerful move in-game, which is, making the entire world into a ghost town, basically. So here's what it should do: Anyone who's touching the ground will be turned into ghost forms, which only Ganon can see, so it would allow him to stunlock those characters.(Functions EXACTLY like Peach's FS, only without the Peaches on the ground)

Sheik(Based on Twilight Princess version of Ocarina of Time Appearance):No Info Yet(Info Coming Soon)

Zelda(Based on Twilight Princess):No Info Yet(Info Coming Soon), though I do disagree with what you wanted to do with her, simply because what Link can do with the powers is entirely different than what Zelda can do with them. I do think they should be changed, though, not to reflect the original Nayru's Love, Din's Fire, or Farore's Wind, but simply because Brawl's Zelda is based off of Twilight Princess, who not only does not have those powers in that game, but she already has so much to base from that game, which I will have more description on next post.

Link(LOTS More Info Coming Soon):

My ideas so far(Link will be a very descriptive overhaul, since he obviously has the most action and the most appearance in the game, so it's easier to know what to do with him) are as follows. I think he should have alternate PSA options with the only changes being his B, Side+B, Up+B, and Down+B. And the changes should be having each PSA centered around a certain item that Link can use. For example, the one that I have the idea so far for, is the Gale Boomerang, in which case, Up+B would be throwing a gust of wind upwards, similar to MegaMan's aerial Up+A in Sm4sh, only it would also have him jump when he uses it for his third jump, Side+B would be his Brawl's Side+B, regular B would be a charge move like Samus's gun, and upon release will be similar to his Brawl's Up+B, only it will take less casting time, won't deal any damage, will throw characters further, and has the same power-equivalence of charge-up take longer(i.e. Minimum Power will take less time than Brawl's Up+B, but Maximum Power will take more time to charge up than Brawl's Up+B), will have more AOE, and won't have him jump higher. And the reason that I DID NOT give him a Down+B, is that, like in TP, I think his Down+B should transform to Wolf Link, with a whole other PSA; I am currently working on Wolf Link as an import and PSA here, if you want to read more on it. And my other idea so far is that you mentioned "Dash attack is to be replaced with the Head Splitter"(It's actually "Helm Splitter", but I knew what you meant), and I don't think it should replace that move, but that does give me an idea that basically anyone who plays the game will end up having every single hidden skill unlocked, and they're pretty-often used in the game, so why not incorporate them into his moveset, as another alternate PSA, since it's quite similar to an item, and then have the commonly-used ones incorporated in his all his PSAs(i.e. The commonly used ones will be designated to anything other than B moves)? Mortal Draw - Replace His Down-B(Have it work as a counter, like in TP; where the enemy must be attacking in order for the move to work, or else he'll get hit with the next attack because he'll be momentarily stunned); Great Spin Attack - Replace His Up-B(Have it be an extra-powered version, extra-AOE version of his Brawl Up-B, but have it go only to the sides, instead); Jump Strike - Replace His Side-B(Have the range be the same as in TP, of course); Back Slice - Replace His regular B(Link must be within about 3 sword-lengths or so from the other character, and then everything will be automated, where Link will roll around the character even if he or she is moving, BUT, he will have press B again at an exact moment in time, or else will miss and be vulnerable to attack); Ending Blow - Replace His Down-Smash(It would be really powerful, but the enemy would have to have fallen down, which means that you have to use your other Smash attacks to attempt that, first, and those Smash attacks have an increased chance of knocking the character down); Shield Attack/Helm Splitter - Replace His Side-Smash(i.e. It will be a 2-Attack Side-Smash, like Brawl's; first Shield Attack, then a timer or else you can't use Helm Splitter, then Helm Splitter).

Welcome aboard!

Good points about Zelda. A new moveset for her is definitely a nice idea. I edited the op with your ideas for her, Ganon and Link

I'm actually working on some PSA's with a similar goal as this project. We actually seem to have some similar ideas in terms of stuff like the Mother characters and their PSI moves.

I sort of want to help, but I might not since this project seems to be a bit more "Full-scale" than what I plan on doing. Also, the movesets I'm making are for Project M and I dunno if you plan on using that or just regular Brawl or something.

In terms of suggestions, I have two ideas you could maybe consider.

- Mach Tornado seems like it's sort of supposed to be Meta Knight's "Ultimate attack". So I would probably make it a final smash and not his standard special.

- As for the Zelda characters, Hyrule Warriors has some AWESOME moves in stuff that would be great for Smash. I know HW technically isn't canon, but it's at least something to consider. Also, making Ganondorf twice the size of Link might not translate well into Smash Bros.

Post Merge: January 29, 2016, 03:24:28 PMWell, it's fine if you want to make him taller, I just think making him literally twice the size as Link seems a bit excessive.

I'm actually working on some PSA's with a similar goal as this project. We actually seem to have some similar ideas in terms of stuff like the Mother characters and their PSI moves.

I sort of want to help, but I might not since this project seems to be a bit more "Full-scale" than what I plan on doing. Also, the movesets I'm making are for Project M and I dunno if you plan on using that or just regular Brawl or something.

In terms of suggestions, I have two ideas you could maybe consider.

- Mach Tornado seems like it's sort of supposed to be Meta Knight's "Ultimate attack". So I would probably make it a final smash and not his standard special.

- As for the Zelda characters, Hyrule Warriors has some AWESOME moves in stuff that would be great for Smash. I know HW technically isn't canon, but it's at least something to consider. Also, making Ganondorf twice the size of Link might not translate well into Smash Bros.

Post Merge: January 29, 2016, 03:24:28 PMWell, it's fine if you want to make him taller, I just think making him literally twice the size as Link seems a bit excessive.

Well, it's fine if you want to make him taller, I just think making him literally twice the size as Link seems a bit excessive.

Actually, as you can see in the picture below, he isn't twice the size of Link; Link comes up to around where his shoulders are, so if we applied Twilight Princess's size to him, he'd be about the size of Bowser or slightly shorter.

Post Merge: January 29, 2016, 04:09:59 PM

Quote

I don't think him being twice the height of Link is bad if we're giving characters upgraded canonical representations. To me this doesn't look that bad. http://i.imgur.com/a2zPnOo.jpg

That picture is, in fact, pretty close in size comparison. Not twice the size; just a head taller.

Actually, as you can see in the picture below, he isn't twice the size of Link; Link comes up to around where his shoulders are, so if we applied Twilight Princess's size to him, he'd be about the size of Bowser or slightly shorter.

Post Merge: January 29, 2016, 04:09:59 PMThat picture is, in fact, pretty close in size comparison. Not twice the size; just a head taller.

That he is. I guess we have less work to have to do, then, if he's already the proper size.

I dunno, though; maybe it's just me, but I always thought there was something off between the cartoon character sizes(e.g. Characters like Mario, Kirby, Pacman in these pictures) and the realistic character sizes(e.g. Zelda, Peach, MegaMan, and Sonic in these pictures). Is it just me, or should we resize like all of Brawl's characters to look canon? Or at least, one of the 2 genres of characters.Post Merge: January 30, 2016, 01:03:01 AMMore Ideas for Ganondorf - Part A(List of Changes to Summonable Creatures That I Had Already Mentioned That Can Be Swapped Out with His Down-B):

Remove the Octorok; I forgot that there are no Octoroks in TP, and making Ganondorf canon would involve making him canon to his Brawl appearance, which is his TP appearance. I figured out what the Boars are called: Bullbo. Also, Ganondorf should be able to be knocked off of the Bullbo, if struck with enough force.

More Ideas for Ganondorf - Part B(Full List of Other Summonable Creatures That Can Be Swapped Out with His Down-B):

King Bulblin on Lord Bullbo, King Bulblin off of Lord Bullbo(AKA With his axe), Ganondorf's Horse(i.e. It would function similar to a Bullbo, but with less delay on charging and also far less power, but increased speed of running), Aeralfos, Chilfos, Darknuts(Attacking him will start to remove his armor, in which case, eventually he'll turn into the alternate ninja-like form), and Shadow Beasts(Obviously not as powerful as regularly in-game, as, according to that solo battle against one Shadow Beast, Link managed to easily defeat it, since Shadow Beasts have WAY more power when they're in a group).Important Note on the Darknut: The Darknut, after having its armor removed, should stay like that until it's dead, even if the player switches between summoned creatures.Important Note on ALL the summoned creatures: There will be one of 2 things happening:1) They all will have shared HP. i.e. If you attack a Bulblin, and hurt it until it's at 50% HP remaining, and Ganondorf switches summoned creatures to another creature, that creature will have HP of 50%. They'll have shared HP.2) The separate summonable creatures will be in separate PSAs, like Link with his items.I'll need input from you guys on which of these two things to do.

More Ideas for Ganondorf - Part C(Description of his A moves that involve his sword[e.g. Smash Attacks, etc.]):

His moves should have the same power, range, etc. In fact, ALL his A moves should be identical with the EXCEPTION of that he should use his sword to perform them. So, he should just have his animations changed to involve the sword; nothing else different for his A attacks.

Ganondorf now has a complete description of how to make him canon.

Ideas for Toon Link:

My ideas are as follows. I think he should have alternate PSA options with the only changes being his B, Side+B, Up+B, and Down+B. And the changes should be having each PSA centered around a certain item that Toon Link can use. The lists are below, followed by the final paragraph detailing the part of the PSA that will be consistent across all of them.

Note: Toon Link will have a Magic Meter visible for ALL his movesets, including that Magic Jars will occasionally appear on the stage, though semi-rare.

Potion MovesetUp-B: Drink Potion ASide-B: Drink Potion BDown-B: Drink Potion CNote: Chus will randomly spawn on the stage, and they won't do anything but sit there; they can be attacked by anyone, and after they die, they'll leave behind chu jelly that will disappear after a bit. Fairies will also periodically appear, but they will disappear after a certain amount of time, as well. However, if Toon Link scoops one of these up, it will stay in his bottle and not disappear until he drinks it.Another Note: The various Chu types have certain percentages of appearing; i.e. rare ones won't appear as commonly as common ones.B: Scoop up Chu Jelly/Fairy/Show IconsAnother Note: There are 4 types of potions that Toon Link can make when scooping up the jelly/fairies - Red Potion, which heals him 100%(Like a Heart Container in Brawl), Green Potion, which will restore all of his magic meter(I'll get to how that will be used later), Blue Potion, which does both, and Fairy, which will heal him 100%(Like a Heart Container in Brawl), or, if he hits 100%, it will automatically be used to heal him the same 100%.Another Note: Pressing B if you're NOT scooping up anything will just show the icons of what potion is which direction(Kind of like a pie chart layout); empty bottles will display an icon of an empty bottle, instead of not be thereAnother Note: Because the Potion Moveset gives him free healing and stuff, he doesn't need his extra third jump, or else he might get overpowered.

Boomerang MovesetUp-B: Throw Boomerang Upwards and Jump High UpwardsSide-B: Throw Boomerang to the SideDown-B: Throw Boomerang Downwards, in a Volley-shaped sweep from left to rightB: Keep Boomerang hovering there before it comes back(e.g. If he throws it to the side, he can just hold B down, and it will stay in place where the maximum distance it's thrown is, and then return to him[No matter where he is] after he releases B)Note: His regular two jumps will be extra high, since his B moves would be weaker than all the other PSAs.

Bomb MovesetUp-B: Throw a Bomb downward, thrusting yourself upwards without giving yourself damage, but it can damage anyone who stands there(Similar in animation to Megaman in Sm4sh, if you jump once and use his aerial Down-A)Side-B: Throw a Bomb to the sideDown-B: Place a Bomb on the groundNote: There will be bomb flowers on the map somewhere(Using Pokemon Trainer's location data, but drastically changing the translation of the model so that it's actually in play), where Toon Link can pick bombs from; there's a cooldown, though, before he can pick bombs from them again. You'll start the game, though, with 30.(Basic Bomb Bag)B: Pick Bomb from Bomb Flower

Bow MovesetUp-B: Shoot Bow Upwards and Jump UpwardsSide-B: Shoot Bow to the SideDown-B: Shoot Bow in a Volley Downwards(This ONLY works with arrows that you have at least 5 of, as it removes that many all at once; e.g. If you have your arrow type set to Light Arrows, and you have 3 of them, but you have 15 regular Arrows, it will auto-switch the arrow type to regular, but ONLY for that move; it will then switch back to what you were using; note that this means that if you have less than 5 of ANY type[Even if, combined, you have more than 5], that means that this move will shoot nothing at all)Note: Arrows will randomly spawn on the map, and you will find either regular Arrows(Most Common), Fire or Ice Arrows(Tied for Rare), or Light Arrows(Extremely Rare). Toon Link starts each battle with 30 regular Arrows.(Basic Quiver)B: (If Applicable)Swap Arrow Types, between the 4 types - Regular, then Fire, then Ice(Same as Fire, only instead of extra power, they'll stun the enemy for a short amount of time), then Light.Note: Firing any arrows other than the regular ones uses up Toon Link's Magic Meter. If Toon Link is short magic to fire these, any time that Toon Link fires arrows of that type, it will auto-switch to regular arrows when he shoots the arrow(s), then back to whatever type you were using.

Power Bracelets/Magic Armor MovesetUp-B: Slower, Far-More-Powerful Version of his Up-SmashSide-B: Slower, Far-More-Powerful Version of his Side-SmashDown-B: Slower, Far-More-Powerful Version of his Down-SmashB: Use Magic Armor(Holding B continually uses it, draining magic while you do that)Note: Because this moveset gives him very powerful attacks, he doesn't need his extra third jump, or else he might get overpowered.

Hookshot MovesetUp-B: Shoots the Hookshot Upwards; if it hits an enemy, you'll be pulled to the enemy's location, and, like a grapple(Like Captain Falcon's/Ganondorf's Up+B's in Brawl), toss them to the side; if it collides with terrain of ANY sort(Even platforms), it will pull you to that location, and you can use the control stick to pull the chain on it up or down, and A to unlatch the Hookshot from the terrain; if it doesn't hit anything, then the move won't do anything at all.Side-B: Shoots the Hookshot to the Side; something similar(A side-to-side version) to the above statement happens with this move.Down-B: Shoots the Hookshot Downwards; something similar(A downward version) to the above statement happens with this move, with the exception that, if an enemy is it, instead of being pulled to the enemy, the enemy is instead pulled to you.B: If attached to terrain with the Hookshot, pressing B will start to swing you in whichever direction you are currently facing, then pressing it again will have you swing the other way, etc. etc.

Skull Hammer MovesetUp-B: Swing the hammer in an arc around your headSide-B: Swing it in front of you, similar to Kirby's Side-B when he's on the groundDown-B: Squash something in front of you with it(e.g. An arc from your head to the ground in front of you)B: Swing it around you, like Toon Link's Up-B in BrawlNote: These all function the same as Smash Attacks

And now, the final paragraph describing what's consistent across all of these Toon Link PSAsUp-Smash: Brawl's Up-B; If he has enough in his Magic Meter, a FULL charge-up will use Hurricane Spin instead of the regular spin.Down-Smash: Throws a pig to the sideFinal Smash: Toon Link uses the Wind Waker - The way that he uses it is similar to Jigglypuff's FS in Brawl, only instead of puffing up Toon Link(Though I admit that would be funny to look at), it would create a torrent of wind that would surround that whole area, and have the same effect as Jigglypuff's FS.Miscellaneous - Deku Leaf: If Toon Link stands still, a gust of air will randomly be created, but only for visual effect to stay canon; it won't actually do anything to other characters. Also, when Link "falls", he falls slowly, and he takes out the Deku Leaf in order to glide in that slow motion.Miscellaneous - Wall Crawl: Somehow incorporate this into his moveset, maybe as change of movement if he comes in contact with any wallsModel/Texture Edit: Although he's supposed to represent his Wind Waker appearance, he looks almost nothing like it, so his textures need to be edited to look like he does in Wind Waker, while still having that Brawl-style brightened effect.

Toon Link now has a complete description of how to make him canon.

Ideas for Sheik:

Model/Texture Edit - Sheik in Brawl is based off of Sheik in Ocarina of Time, but patterned after Twilight Princess's style, but in TP, Sheik is never even mentioned. So my idea is to have her texture reflect Ocarina of Time(While still retaining that Brawl-like texture brightness), as that's the game that she's based off of.Up-B: Change the animation to reflect Ocarina of Time's(e.g. Like the animations in this .gif); I actually disagree with that the teleportation shouldn't be removed, because in OOT, when she vanishes, she DOES teleport to someplace else. Just my opinion of why I wouldn't consider the removal as canon, though.Side-B: Replace it with her needles(Brawl's B), as she actually uses that in OOT, but never actually uses that chain-thing. Ever.Down-B: Since Sheik and Zelda in Brawl are referencing 2 totally different games, it doesn't seem canon for one to be able to turn into the other, so I'm thinking that we replace her Down-B with some sort of combat attack, like a twister kick, or something to that effect; i.e. something that would make sense for Sheik, but would be nice and simple.B: Dodge Counter - Functions similar to Lucario's counterFinal Smash: Sheik's Harp from OOT(Obviously a higher-poly model, of course); However, there is only one song from the game that Sheik both knows and would actually do anything functional in Brawl(With the exception of the Song of Storms, but that's waaayyy too complicated to code; it would require like an entire physics engine in and of itself), and that would be Zelda's Lullaby. The song is played automatically on the harp. Then, after playing the song, all the other characters will fall asleep, exactly like Peach's Final Smash.

Sheik now has a complete description of how to make her canon.

Ideas for Zelda(More to come soon):

Model/Texture Edit - Zelda appears in Twilight Princess almost all the time in a robe, so I'm thinking that that model could get imported over her, in the same .pac/.pcs as the regular ones(i.e. Both models, but separate visibility bones), and then for any of her moves(e.g. Her Final Smash) that involve appearances in the game where she doesn't wear the robe, animate her removing her hood for those moves. Also modify the textures to have that Brawl-like higher brightness effect.

More Ideas for Link to come, as well

Yup! I finished with ideas for Ganondorf, Toon Link, and Sheik! Now all I have left are Zelda and Link, and then I can work on other characters that I know quite a bit about(Or have very expansive descriptions that I can easily find online documenting what they're like in canon appearances; or, characters from a game that I have but never got around to playing, like Starfox 64, for example), like Mario or Captain Falcon. Though, I admit, it will take much longer for me to come up with ideas for them, as I don't know them as well, and will have to research more on them.

That he is. I guess we have less work to have to do, then, if he's already the proper size.

I dunno, though; maybe it's just me, but I always thought there was something off between the cartoon character sizes(e.g. Characters like Mario, Kirby, Pacman in these pictures) and the realistic character sizes(e.g. Zelda, Peach, MegaMan, and Sonic in these pictures). Is it just me, or should we resize like all of Brawl's characters to look canon? Or at least, one of the 2 genres of characters.Post Merge: January 30, 2016, 01:03:01 AMMore Ideas for Ganondorf - Part A(List of Changes to Summonable Creatures That I Had Already Mentioned That Can Be Swapped Out with His Down-B):

Remove the Octorok; I forgot that there are no Octoroks in TP, and making Ganondorf canon would involve making him canon to his Brawl appearance, which is his TP appearance. I figured out what the Boars are called: Bullbo. Also, Ganondorf should be able to be knocked off of the Bullbo, if struck with enough force.

More Ideas for Ganondorf - Part B(Full List of Other Summonable Creatures That Can Be Swapped Out with His Down-B):

King Bulblin on Lord Bullbo, King Bulblin off of Lord Bullbo(AKA With his axe), Ganondorf's Horse(i.e. It would function similar to a Bullbo, but with less delay on charging and also far less power, but increased speed of running), Aeralfos, Chilfos, Darknuts(Attacking him will start to remove his armor, in which case, eventually he'll turn into the alternate ninja-like form), and Shadow Beasts(Obviously not as powerful as regularly in-game, as, according to that solo battle against one Shadow Beast, Link managed to easily defeat it, since Shadow Beasts have WAY more power when they're in a group).Important Note on the Darknut: The Darknut, after having its armor removed, should stay like that until it's dead, even if the player switches between summoned creatures.Important Note on ALL the summoned creatures: There will be one of 2 things happening:1) They all will have shared HP. i.e. If you attack a Bulblin, and hurt it until it's at 50% HP remaining, and Ganondorf switches summoned creatures to another creature, that creature will have HP of 50%. They'll have shared HP.2) The separate summonable creatures will be in separate PSAs, like Link with his items.I'll need input from you guys on which of these two things to do.

More Ideas for Ganondorf - Part C(Description of his A moves that involve his sword[e.g. Smash Attacks, etc.]):

His moves should have the same power, range, etc. In fact, ALL his A moves should be identical with the EXCEPTION of that he should use his sword to perform them. So, he should just have his animations changed to involve the sword; nothing else different for his A attacks.

Ganondorf now has a complete description of how to make him canon.

Ideas for Toon Link:

My ideas are as follows. I think he should have alternate PSA options with the only changes being his B, Side+B, Up+B, and Down+B. And the changes should be having each PSA centered around a certain item that Toon Link can use. The lists are below, followed by the final paragraph detailing the part of the PSA that will be consistent across all of them.

Note: Toon Link will have a Magic Meter visible for ALL his movesets, including that Magic Jars will occasionally appear on the stage, though semi-rare.

Potion MovesetUp-B: Drink Potion ASide-B: Drink Potion BDown-B: Drink Potion CNote: Chus will randomly spawn on the stage, and they won't do anything but sit there; they can be attacked by anyone, and after they die, they'll leave behind chu jelly that will disappear after a bit. Fairies will also periodically appear, but they will disappear after a certain amount of time, as well. However, if Toon Link scoops one of these up, it will stay in his bottle and not disappear until he drinks it.Another Note: The various Chu types have certain percentages of appearing; i.e. rare ones won't appear as commonly as common ones.B: Scoop up Chu Jelly/Fairy/Show IconsAnother Note: There are 4 types of potions that Toon Link can make when scooping up the jelly/fairies - Red Potion, which heals him 100%(Like a Heart Container in Brawl), Green Potion, which will restore all of his magic meter(I'll get to how that will be used later), Blue Potion, which does both, and Fairy, which will heal him 100%(Like a Heart Container in Brawl), or, if he hits 100%, it will automatically be used to heal him the same 100%.Another Note: Pressing B if you're NOT scooping up anything will just show the icons of what potion is which direction(Kind of like a pie chart layout); empty bottles will display an icon of an empty bottle, instead of not be thereAnother Note: Because the Potion Moveset gives him free healing and stuff, he doesn't need his extra third jump, or else he might get overpowered.

Boomerang MovesetUp-B: Throw Boomerang Upwards and Jump High UpwardsSide-B: Throw Boomerang to the SideDown-B: Throw Boomerang Downwards, in a Volley-shaped sweep from left to rightB: Keep Boomerang hovering there before it comes back(e.g. If he throws it to the side, he can just hold B down, and it will stay in place where the maximum distance it's thrown is, and then return to him[No matter where he is] after he releases B)Note: His regular two jumps will be extra high, since his B moves would be weaker than all the other PSAs.

Bomb MovesetUp-B: Throw a Bomb downward, thrusting yourself upwards without giving yourself damage, but it can damage anyone who stands there(Similar in animation to Megaman in Sm4sh, if you jump once and use his aerial Down-A)Side-B: Throw a Bomb to the sideDown-B: Place a Bomb on the groundNote: There will be bomb flowers on the map somewhere(Using Pokemon Trainer's location data, but drastically changing the translation of the model so that it's actually in play), where Toon Link can pick bombs from; there's a cooldown, though, before he can pick bombs from them again. You'll start the game, though, with 30.(Basic Bomb Bag)B: Pick Bomb from Bomb Flower

Bow MovesetUp-B: Shoot Bow Upwards and Jump UpwardsSide-B: Shoot Bow to the SideDown-B: Shoot Bow in a Volley Downwards(This ONLY works with arrows that you have at least 5 of, as it removes that many all at once; e.g. If you have your arrow type set to Light Arrows, and you have 3 of them, but you have 15 regular Arrows, it will auto-switch the arrow type to regular, but ONLY for that move; it will then switch back to what you were using; note that this means that if you have less than 5 of ANY type[Even if, combined, you have more than 5], that means that this move will shoot nothing at all)Note: Arrows will randomly spawn on the map, and you will find either regular Arrows(Most Common), Fire or Ice Arrows(Tied for Rare), or Light Arrows(Extremely Rare). Toon Link starts each battle with 30 regular Arrows.(Basic Quiver)B: (If Applicable)Swap Arrow Types, between the 4 types - Regular, then Fire, then Ice(Same as Fire, only instead of extra power, they'll stun the enemy for a short amount of time), then Light.Note: Firing any arrows other than the regular ones uses up Toon Link's Magic Meter. If Toon Link is short magic to fire these, any time that Toon Link fires arrows of that type, it will auto-switch to regular arrows when he shoots the arrow(s), then back to whatever type you were using.

Power Bracelets/Magic Armor MovesetUp-B: Slower, Far-More-Powerful Version of his Up-SmashSide-B: Slower, Far-More-Powerful Version of his Side-SmashDown-B: Slower, Far-More-Powerful Version of his Down-SmashB: Use Magic Armor(Holding B continually uses it, draining magic while you do that)Note: Because this moveset gives him very powerful attacks, he doesn't need his extra third jump, or else he might get overpowered.

Hookshot MovesetUp-B: Shoots the Hookshot Upwards; if it hits an enemy, you'll be pulled to the enemy's location, and, like a grapple(Like Captain Falcon's/Ganondorf's Up+B's in Brawl), toss them to the side; if it collides with terrain of ANY sort(Even platforms), it will pull you to that location, and you can use the control stick to pull the chain on it up or down, and A to unlatch the Hookshot from the terrain; if it doesn't hit anything, then the move won't do anything at all.Side-B: Shoots the Hookshot to the Side; something similar(A side-to-side version) to the above statement happens with this move.Down-B: Shoots the Hookshot Downwards; something similar(A downward version) to the above statement happens with this move, with the exception that, if an enemy is it, instead of being pulled to the enemy, the enemy is instead pulled to you.B: If attached to terrain with the Hookshot, pressing B will start to swing you in whichever direction you are currently facing, then pressing it again will have you swing the other way, etc. etc.

Skull Hammer MovesetUp-B: Swing the hammer in an arc around your headSide-B: Swing it in front of you, similar to Kirby's Side-B when he's on the groundDown-B: Squash something in front of you with it(e.g. An arc from your head to the ground in front of you)B: Swing it around you, like Toon Link's Up-B in BrawlNote: These all function the same as Smash Attacks

And now, the final paragraph describing what's consistent across all of these Toon Link PSAsUp-Smash: Brawl's Up-B; If he has enough in his Magic Meter, a FULL charge-up will use Hurricane Spin instead of the regular spin.Down-Smash: Throws a pig to the sideFinal Smash: Toon Link uses the Wind Waker - The way that he uses it is similar to Jigglypuff's FS in Brawl, only instead of puffing up Toon Link(Though I admit that would be funny to look at), it would create a torrent of wind that would surround that whole area, and have the same effect as Jigglypuff's FS.Miscellaneous - Deku Leaf: If Toon Link stands still, a gust of air will randomly be created, but only for visual effect to stay canon; it won't actually do anything to other characters. Also, when Link "falls", he falls slowly, and he takes out the Deku Leaf in order to glide in that slow motion.Miscellaneous - Wall Crawl: Somehow incorporate this into his moveset, maybe as change of movement if he comes in contact with any wallsModel/Texture Edit: Although he's supposed to represent his Wind Waker appearance, he looks almost nothing like it, so his textures need to be edited to look like he does in Wind Waker, while still having that Brawl-style brightened effect.

Toon Link now has a complete description of how to make him canon.

Ideas for Sheik:

Model/Texture Edit - Sheik in Brawl is based off of Sheik in Ocarina of Time, but patterned after Twilight Princess's style, but in TP, Sheik is never even mentioned. So my idea is to have her texture reflect Ocarina of Time(While still retaining that Brawl-like texture brightness), as that's the game that she's based off of.Up-B: Change the animation to reflect Ocarina of Time's(e.g. Like the animations in this .gif); I actually disagree with that the teleportation shouldn't be removed, because in OOT, when she vanishes, she DOES teleport to someplace else. Just my opinion of why I wouldn't consider the removal as canon, though.Side-B: Replace it with her needles(Brawl's B), as she actually uses that in OOT, but never actually uses that chain-thing. Ever.Down-B: Since Sheik and Zelda in Brawl are referencing 2 totally different games, it doesn't seem canon for one to be able to turn into the other, so I'm thinking that we replace her Down-B with some sort of combat attack, like a twister kick, or something to that effect; i.e. something that would make sense for Sheik, but would be nice and simple.B: Dodge Counter - Functions similar to Lucario's counterFinal Smash: Sheik's Harp from OOT(Obviously a higher-poly model, of course); However, there is only one song from the game that Sheik both knows and would actually do anything functional in Brawl(With the exception of the Song of Storms, but that's waaayyy too complicated to code; it would require like an entire physics engine in and of itself), and that would be Zelda's Lullaby. The song is played automatically on the harp. Then, after playing the song, all the other characters will fall asleep, exactly like Peach's Final Smash.

Sheik now has a complete description of how to make her canon.

Ideas for Zelda(More to come soon):

Model/Texture Edit - Zelda appears in Twilight Princess almost all the time in a robe, so I'm thinking that that model could get imported over her, in the same .pac/.pcs as the regular ones(i.e. Both models, but separate visibility bones), and then for any of her moves(e.g. Her Final Smash) that involve appearances in the game where she doesn't wear the robe, animate her removing her hood for those moves. Also modify the textures to have that Brawl-like higher brightness effect.

More Ideas for Link to come, as well

Yup! I finished with ideas for Ganondorf, Toon Link, and Sheik! Now all I have left are Zelda and Link, and then I can work on other characters that I know quite a bit about(Or have very expansive descriptions that I can easily find online documenting what they're like in canon appearances; or, characters from a game that I have but never got around to playing, like Starfox 64, for example), like Mario or Captain Falcon. Though, I admit, it will take much longer for me to come up with ideas for them, as I don't know them as well, and will have to research more on them.

More Ideas for Ganondorf - Part A(List of Changes to Summonable Creatures That I Had Already Mentioned That Can Be Swapped Out with His Down-B):

Remove the Octorok; I forgot that there are no Octoroks in TP, and making Ganondorf canon would involve making him canon to his Brawl appearance, which is his TP appearance. I figured out what the Boars are called: Bullbo. Also, Ganondorf should be able to be knocked off of the Bullbo, if struck with enough force.

More Ideas for Ganondorf - Part B(Full List of Other Summonable Creatures That Can Be Swapped Out with His Down-B):

King Bulblin on Lord Bullbo, King Bulblin off of Lord Bullbo(AKA With his axe), Ganondorf's Horse(i.e. It would function similar to a Bullbo, but with less delay on charging and also far less power, but increased speed of running), Aeralfos, Chilfos, Darknuts(Attacking him will start to remove his armor, in which case, eventually he'll turn into the alternate ninja-like form), and Shadow Beasts(Obviously not as powerful as regularly in-game, as, according to that solo battle against one Shadow Beast, Link managed to easily defeat it, since Shadow Beasts have WAY more power when they're in a group).Important Note on the Darknut: The Darknut, after having its armor removed, should stay like that until it's dead, even if the player switches between summoned creatures.Important Note on ALL the summoned creatures: There will be one of 2 things happening:1) They all will have shared HP. i.e. If you attack a Bulblin, and hurt it until it's at 50% HP remaining, and Ganondorf switches summoned creatures to another creature, that creature will have HP of 50%. They'll have shared HP.2) The separate summonable creatures will be in separate PSAs, like Link with his items.I'll need input from you guys on which of these two things to do.

More Ideas for Ganondorf - Part C(Description of his A moves that involve his sword[e.g. Smash Attacks, etc.]):

His moves should have the same power, range, etc. In fact, ALL his A moves should be identical with the EXCEPTION of that he should use his sword to perform them. So, he should just have his animations changed to involve the sword; nothing else different for his A attacks.

Ganondorf now has a complete description of how to make him canon.

Ideas for Toon Link:

My ideas are as follows. I think he should have alternate PSA options with the only changes being his B, Side+B, Up+B, and Down+B. And the changes should be having each PSA centered around a certain item that Toon Link can use. The lists are below, followed by the final paragraph detailing the part of the PSA that will be consistent across all of them.

Note: Toon Link will have a Magic Meter visible for ALL his movesets, including that Magic Jars will occasionally appear on the stage, though semi-rare.

Potion MovesetUp-B: Drink Potion ASide-B: Drink Potion BDown-B: Drink Potion CNote: Chus will randomly spawn on the stage, and they won't do anything but sit there; they can be attacked by anyone, and after they die, they'll leave behind chu jelly that will disappear after a bit. Fairies will also periodically appear, but they will disappear after a certain amount of time, as well. However, if Toon Link scoops one of these up, it will stay in his bottle and not disappear until he drinks it.Another Note: The various Chu types have certain percentages of appearing; i.e. rare ones won't appear as commonly as common ones.B: Scoop up Chu Jelly/Fairy/Show IconsAnother Note: There are 4 types of potions that Toon Link can make when scooping up the jelly/fairies - Red Potion, which heals him 100%(Like a Heart Container in Brawl), Green Potion, which will restore all of his magic meter(I'll get to how that will be used later), Blue Potion, which does both, and Fairy, which will heal him 100%(Like a Heart Container in Brawl), or, if he hits 100%, it will automatically be used to heal him the same 100%.Another Note: Pressing B if you're NOT scooping up anything will just show the icons of what potion is which direction(Kind of like a pie chart layout); empty bottles will display an icon of an empty bottle, instead of not be thereAnother Note: Because the Potion Moveset gives him free healing and stuff, he doesn't need his extra third jump, or else he might get overpowered.

Boomerang MovesetUp-B: Throw Boomerang Upwards and Jump High UpwardsSide-B: Throw Boomerang to the SideDown-B: Throw Boomerang Downwards, in a Volley-shaped sweep from left to rightB: Keep Boomerang hovering there before it comes back(e.g. If he throws it to the side, he can just hold B down, and it will stay in place where the maximum distance it's thrown is, and then return to him[No matter where he is] after he releases B)Note: His regular two jumps will be extra high, since his B moves would be weaker than all the other PSAs.

Bomb MovesetUp-B: Throw a Bomb downward, thrusting yourself upwards without giving yourself damage, but it can damage anyone who stands there(Similar in animation to Megaman in Sm4sh, if you jump once and use his aerial Down-A)Side-B: Throw a Bomb to the sideDown-B: Place a Bomb on the groundNote: There will be bomb flowers on the map somewhere(Using Pokemon Trainer's location data, but drastically changing the translation of the model so that it's actually in play), where Toon Link can pick bombs from; there's a cooldown, though, before he can pick bombs from them again. You'll start the game, though, with 30.(Basic Bomb Bag)B: Pick Bomb from Bomb Flower

Bow MovesetUp-B: Shoot Bow Upwards and Jump UpwardsSide-B: Shoot Bow to the SideDown-B: Shoot Bow in a Volley Downwards(This ONLY works with arrows that you have at least 5 of, as it removes that many all at once; e.g. If you have your arrow type set to Light Arrows, and you have 3 of them, but you have 15 regular Arrows, it will auto-switch the arrow type to regular, but ONLY for that move; it will then switch back to what you were using; note that this means that if you have less than 5 of ANY type[Even if, combined, you have more than 5], that means that this move will shoot nothing at all)Note: Arrows will randomly spawn on the map, and you will find either regular Arrows(Most Common), Fire or Ice Arrows(Tied for Rare), or Light Arrows(Extremely Rare). Toon Link starts each battle with 30 regular Arrows.(Basic Quiver)B: (If Applicable)Swap Arrow Types, between the 4 types - Regular, then Fire, then Ice(Same as Fire, only instead of extra power, they'll stun the enemy for a short amount of time), then Light.Note: Firing any arrows other than the regular ones uses up Toon Link's Magic Meter. If Toon Link is short magic to fire these, any time that Toon Link fires arrows of that type, it will auto-switch to regular arrows when he shoots the arrow(s), then back to whatever type you were using.

Power Bracelets/Magic Armor MovesetUp-B: Slower, Far-More-Powerful Version of his Up-SmashSide-B: Slower, Far-More-Powerful Version of his Side-SmashDown-B: Slower, Far-More-Powerful Version of his Down-SmashB: Use Magic Armor(Holding B continually uses it, draining magic while you do that)Note: Because this moveset gives him very powerful attacks, he doesn't need his extra third jump, or else he might get overpowered.

Hookshot MovesetUp-B: Shoots the Hookshot Upwards; if it hits an enemy, you'll be pulled to the enemy's location, and, like a grapple(Like Captain Falcon's/Ganondorf's Up+B's in Brawl), toss them to the side; if it collides with terrain of ANY sort(Even platforms), it will pull you to that location, and you can use the control stick to pull the chain on it up or down, and A to unlatch the Hookshot from the terrain; if it doesn't hit anything, then the move won't do anything at all.Side-B: Shoots the Hookshot to the Side; something similar(A side-to-side version) to the above statement happens with this move.Down-B: Shoots the Hookshot Downwards; something similar(A downward version) to the above statement happens with this move, with the exception that, if an enemy is it, instead of being pulled to the enemy, the enemy is instead pulled to you.B: If attached to terrain with the Hookshot, pressing B will start to swing you in whichever direction you are currently facing, then pressing it again will have you swing the other way, etc. etc.

Skull Hammer MovesetUp-B: Swing the hammer in an arc around your headSide-B: Swing it in front of you, similar to Kirby's Side-B when he's on the groundDown-B: Squash something in front of you with it(e.g. An arc from your head to the ground in front of you)B: Swing it around you, like Toon Link's Up-B in BrawlNote: These all function the same as Smash Attacks

And now, the final paragraph describing what's consistent across all of these Toon Link PSAsUp-Smash: Brawl's Up-B; If he has enough in his Magic Meter, a FULL charge-up will use Hurricane Spin instead of the regular spin.Down-Smash: Throws a pig to the sideFinal Smash: Toon Link uses the Wind Waker - The way that he uses it is similar to Jigglypuff's FS in Brawl, only instead of puffing up Toon Link(Though I admit that would be funny to look at), it would create a torrent of wind that would surround that whole area, and have the same effect as Jigglypuff's FS.Miscellaneous - Deku Leaf: If Toon Link stands still, a gust of air will randomly be created, but only for visual effect to stay canon; it won't actually do anything to other characters. Also, when Link "falls", he falls slowly, and he takes out the Deku Leaf in order to glide in that slow motion.Miscellaneous - Wall Crawl: Somehow incorporate this into his moveset, maybe as change of movement if he comes in contact with any wallsModel/Texture Edit: Although he's supposed to represent his Wind Waker appearance, he looks almost nothing like it, so his textures need to be edited to look like he does in Wind Waker, while still having that Brawl-style brightened effect.

Toon Link now has a complete description of how to make him canon.

Ideas for Sheik:

Model/Texture Edit - Sheik in Brawl is based off of Sheik in Ocarina of Time, but patterned after Twilight Princess's style, but in TP, Sheik is never even mentioned. So my idea is to have her texture reflect Ocarina of Time(While still retaining that Brawl-like texture brightness), as that's the game that she's based off of.Up-B: Change the animation to reflect Ocarina of Time's(e.g. Like the animations in this .gif); I actually disagree with that the teleportation shouldn't be removed, because in OOT, when she vanishes, she DOES teleport to someplace else. Just my opinion of why I wouldn't consider the removal as canon, though.Side-B: Replace it with her needles(Brawl's B), as she actually uses that in OOT, but never actually uses that chain-thing. Ever.Down-B: Since Sheik and Zelda in Brawl are referencing 2 totally different games, it doesn't seem canon for one to be able to turn into the other, so I'm thinking that we replace her Down-B with some sort of combat attack, like a twister kick, or something to that effect; i.e. something that would make sense for Sheik, but would be nice and simple.B: Dodge Counter - Functions similar to Lucario's counterFinal Smash: Sheik's Harp from OOT(Obviously a higher-poly model, of course); However, there is only one song from the game that Sheik both knows and would actually do anything functional in Brawl(With the exception of the Song of Storms, but that's waaayyy too complicated to code; it would require like an entire physics engine in and of itself), and that would be Zelda's Lullaby. The song is played automatically on the harp. Then, after playing the song, all the other characters will fall asleep, exactly like Peach's Final Smash.

Sheik now has a complete description of how to make her canon.

Ideas for Zelda(More to come soon):

Model/Texture Edit - Zelda appears in Twilight Princess almost all the time in a robe, so I'm thinking that that model could get imported over her, in the same .pac/.pcs as the regular ones(i.e. Both models, but separate visibility bones), and then for any of her moves(e.g. Her Final Smash) that involve appearances in the game where she doesn't wear the robe, animate her removing her hood for those moves. Also modify the textures to have that Brawl-like higher brightness effect.

More Ideas for Link to come, as well

Yup! I finished with ideas for Ganondorf, Toon Link, and Sheik! Now all I have left are Zelda and Link, and then I can work on other characters that I know quite a bit about(Or have very expansive descriptions that I can easily find online documenting what they're like in canon appearances; or, characters from a game that I have but never got around to playing, like Starfox 64, for example), like Mario or Captain Falcon. Though, I admit, it will take much longer for me to come up with ideas for them, as I don't know them as well, and will have to research more on them.

I was always under the impression she just tossed Deku Nuts to make a swift escape. Edited the OP

Swapping Ganondorf's Bullbo with his horse to me sounds like a nice idea. It's the only animal he rides after all

I honestly don't think that we should change the heights based on that picture, though, as each universe will have its own sizes(e.g. If Bowser was input into the game Pikmin, he'd be tiny, but still much larger than Olimar; in the picture, he'd probably be around the height of King Dedede is in the picture in comparison to Olimar), but if you look at characters of the same universe in that picture, i.e. Mario and Peach, I think those comparisons are accurate because they're in the same universe, and thus are compared in that universe's size. An example of what I mean is that Zelda and ZSS should be the same height, as well as Charizard and Bowser being the same size. But I want your input on what I just said, so that we can reach an impasse.

Quote

Swapping Ganondorf's Bullbo with his horse to me sounds like a nice idea. It's the only animal he rides after all

I didn't think of that. That's pretty genius, right there, to remove the Bullbo altogether, as the horse would make more sense. When I saw that post of yours, I was like,"Ya know, I made sure there was one of each type of other creature, like 1 aerial, 1 close combat bulblin, 1 ranged bulblin, 1 hybrid(i.e. Chilfos), and then the unique creatures, like Lord Bullbo and Darknut, but I had 2 of a ridable creature in that list."

Well there's a thought. Maybe combine my ideas with that, to have the moves have the same effects as Brawl's, but have the animations as in the video?(With the exception of him throwing the sword, as that's not even close to TP; I mean it's the "Warlock Blade", not "Mjolnir") What are your thoughts on this?

And now, for an update on ideas for Zelda and for Link:

[See Above Zelda Description for info on why I separated this into these two parts]Note: If I have something put like "Down-Smash" or "Final Smash" or anything, without a ':' or description after it, then it means no change to Brawl's moves, but just set the move to being visible for that Zelda model.

More Ideas for Zelda - Part A(Robe-Related Moves):

Up-B: Make it similar to Fox's/Falco's Up-B, but make it look similar to a green comet with wind and leaves surrounding it(AKA Farore's Special Move)Side-B: Samus-Style charge up ranged attack that, upon release, will do NO damage, but have much more power than Samus's(AKA Nayru's Special Move)Down-B: Start creating a shield that slowly makes its way around Zelda, and then, after it's finished forming, will explode in a similar fashion to Din's Fire in Ocarina of Time, and it will have a very slow charge-up time, but have high power(AKA Din's Special Move)(Note, though, that hitting her before the shield is fully up will break the shield, and she'll have to start over; also, attacks can go through the shield)B: A counter that functions as Peach's, only has an electric counter instead of a punch-like effectAerial Up-A: Change to lightning effectAerial Side-A(Forward)Aerial Side-A(Backward)Aerial Down-A: Change to be more like Ganondorf's Aerial Down-A in Brawl in effects and powerAerial A

More Ideas for Zelda - Part B(Robe-Not-Being-Worn-Related Moves):

Note: For any times that the words "Zelda's Sword" is used, it means her sword that she wields in the cinematic clip where she surrenders to Zant.

Final SmashUp-Smash: Move Zelda's Sword above her head, in a quick side-to-side motion, similar to her Brawl's Up-Smash, but having the blade have water on it, instead of electricity, that will function the same(AKA Nayru Attack)Side-Smash: Swing Zelda's Sword in front of her in an arc, from her head to her feet; it has an exploding fire effect upon impact(Similar to hitting a character with Mario's Side-Smash)(AKA Din Attack)Down-Smash: Sweep Zelda's Sword around beneath her, just like Shulk's Down-Smash in Sm4sh, and apply a forest-like visual effect, that will function like her electric attacks(AKA Farore Attack)Up-Tilt-A: Arc Zelda's Sword above her head in a side-to-side motion, with Nayru's Attack visual effectSide-Tilt-A: Poke Zelda's Sword in front of her in a jabbing motion, with Din's Attack visual effect(It would be similar to Marth's B in animation, but toned down on the force of the attack)Down-Tilt-A: Poke Zelda's Sword in front of her on the ground, with a Farore's Attack visual effect(It would be similar to Marth's Down-Tilt-A)RunForward-Then-A: She uses Zelda's Sword, lunging forward, with a white effect(Combining all 3 visual effects)(It would be similar in animaiton to the final strike of Link's Final Smash)A: Attack with Zelda's Sword, with a white effect(Combining all 3 visual effects)(It would be similar in animation to Marth's regular A)

My description of how to make Zelda canon is now complete.

More Ideas for Link(More to come soon):

As previously mentioned, I think he should have alternate PSA options with the only changes being his B, Side+B, and Up+B. And the changes should be having each PSA centered around a certain item that Link can use. The lists are below,(With the exception of the Gale Boomerang Moveset and the Hidden Skills Moveset, as those are already mentioned above) followed by a short paragraph detailing 2 other items that Link will use consistently throughout each PSA.

Potion MovesetNote: All of the Chuchus and potion types and such listed here are exclusive to LINK ONLY. Toon Link's moveset will have different models and textures, and thus they can only activate with the ones that are relevant to their own movesets.(e.g. Link cannot scoop up Red Chu Jelly from Toon Link's moveset, and vice versa)Up-B: Drink Potion ASide-B: Drink Potion BNote: Chuchus will randomly spawn on the stage, and they won't do anything but sit there; they can be attacked by anyone, and after they die, they'll leave behind chu jelly that will disappear after a bit. Fairies will also periodically appear, but they will disappear after a certain amount of time, as well. However, if Link scoops one of these up, it will stay in his bottle and not disappear until he drinks it.Another Note: There are two types of Chuchus that can appear: Red and Blue, and they have equal chance of appearing.B: Scoop up Chu Jelly/Fairy/Show IconsAnother Note: There are 3 types of potions that Link can make when scooping up the jelly/fairies - Red Potion, which heals him 73%(Similar to a Heart Container in Brawl), Blue Potion, which is exactly the same as Red Potion, and Fairy, which will heal him 73%(Similar to a Heart Container in Brawl), or, if he hits 100%, it will automatically be used to heal him the same 73%.(The number 73% is from that it heals 8 hearts in TP, and if you get all of the regular Heart Containers but NOT all 9 Heart Pieces, then you'll have 11 hearts)Another Note: Pressing B if you're NOT scooping up anything will just show the icons of what potion is which direction(Kind of like a pie chart layout); empty bottles will display an icon of an empty bottle, instead of not be thereAnother Note: Because the Potion Moveset gives him free healing and stuff, he doesn't need his extra third jump, or else he might get overpowered.

Bomb MovesetUp-B: Throw a Bomb downward, thrusting yourself upwards without giving yourself damage, but it can damage anyone who stands there(Similar in animation to Megaman in Sm4sh, if you jump once and use his aerial Down-A)Side-B: Spawn a Bombling, which will walk forward before explodingB: Place a Bomb on the groundNote: Bombs will randomly appear on the stage. It's about 75% chance that it'll be a regular Bomb, and about 25% chance of being a Bombling. You'll start the game, though, with 22 regular Bombs and 8 Bomblings.(Basic Bomb Bag) Just walk into them to pick them up.

Bow MovesetUp-B: Shoot Bow Upwards and Jump UpwardsSide-B: Shoot Bow to the SideNote: Arrows will randomly spawn on the map, and you will find either regular Arrows(Most Common), or Bombs(Rare). Link starts each battle with 30 regular Arrows.(Basic Quiver)B: (If Applicable)Swap Arrow Types, between the 2 types - Regular, or Bomb Arrows.(i.e. Attaching Bombs that you find to the Arrows; they explode on impact, having more power and higher damage)

Double Clawshot MovesetNote: If he's hanging somewhere with his Clawshot, he can use the second one at a 90 degree angle.(e.g. If he uses his Up-B and gets stuck in terrain, he can then use Side-B, to shoot another Clawshot to the side; but he can only do this one under this circumstance)Up-B: Shoots a Clawshot Upwards; if it hits an enemy, you'll be pulled to the enemy's location, and, like a grapple(Like Captain Falcon's/Ganondorf's Up+B's in Brawl), toss them to the side; if it collides with terrain of ANY sort(Even platforms), it will pull you to that location, and you can use the control stick to pull the chain on it up or down, and A to unlatch the Clawshot from the terrain; if it doesn't hit anything, then the move won't do anything at all.Side-B: Shoots a Clawshot to the Side; something similar(A side-to-side version) to the above statement happens with this move.B: If attached to terrain with a Clawshot, pressing B will start to swing you in whichever direction you are currently facing, then pressing it again will have you swing the other way, etc. etc.

Rod of Dominion MovesetNote: "Robot" refers to controlling this guy. When I use this word, I'm meaning that the Robot-like thing does this.Up-B: Robot Jumps; Link also JumpsSide-B: Robot Swings his hammer-thing downB: Switch controlling the Robot on and offNote: When the Robot is "On", any time that Link moves, the Robot will move the same distance and direction as Link.

Ball and Chain MovesetUp-B: Link Jumps. Toss the Ball and Chain upwards. at the top of the swing, it will arc slightly before coming back down.(Similar to if it traveled in this line)Side-B: Toss the Ball and Chain forwards.B: Start whirling the Ball and Chain around Link's head. Letting go of B will have it get tossed in an arc forwards.(About a 45 degree angle; basically exactly between the angles of Up-B and Side-B)

Horse Call/Epona MovesetNote: If you're next to Epona, you automatically mount up, and to dismount, you press B.Up-B(Must be on Epona): Jump, like so(And yes, you can do this jump in mid-air, just like all the other Brawl jumps)Side-B(Must be on Epona): Use the yellow gear-like icons at the bottom of the screen when you play TP(I dunno what they're called; see this picture to know what icons I mean, though)B: Call Epona over to your location using the Horse Call. Epona comes running.Misc(While on Epona): Running over enemies will hurt them; All A attacks are disabled, with the exception of the list below. A: Fire Hero's Bow(Infinite Arrows with this moveset) Side-Smash: Spin Attack Down-Smash/Up-Smash/Tilt-A(Of All 3 Types): Regular Attack(i.e. In TP, when you're pressing forward on the joystick and then press B)

Ooccoo/Ooccoo Jr. MovesetUp-B: The equivalent of Zelda's Up-B(With Ooccoo remaining where Link was last, and Ooccoo Jr. being with Link)Side-B: The equivalent of Fox's/Falco's Side-B(With Ooccoo remaining where Link was last, and Ooccoo Jr. being with Link)B: Wherever Ooccoo is, Ooccoo Jr. and Link will automatically teleport there, no matter where any of them are; if the player instead double-clicks B, Ooccoo will teleport to Link and Ooccoo Jr.

Items that Link will use in every movesetSpinner: Replace his Charge-forward-move with it. He will then hop onto his Spinner, and drift a little further, until it gradually is stopped, in which case he puts it back in his "inventory".Note: Rupees will randomly appear on the stage. The cheaper ones are more common than the expensive ones. Link will also have a constant display on the bottom of the screen how many Rupees he currently has. Any Rupee, though, is rare, or else the armor would be OP.(Because if Rupees were common, you could be invincible forever) Link starts each battle with 10 Rupees.Magic Armor: Replaces his Down-Tilt-A. Press Down-Tilt-A again to go back to Hero's Clothes. While using Magic Armor, a Rupee is drained per second, and your character is immuned to damage. However, he is NOT immuned to knockbacks.

Now all I have left for ideas for the Zelda characters to type are the remaining ideas for Link!

I honestly don't think that we should change the heights based on that picture, though, as each universe will have its own sizes(e.g. If Bowser was input into the game Pikmin, he'd be tiny, but still much larger than Olimar; in the picture, he'd probably be around the height of King Dedede is in the picture in comparison to Olimar), but if you look at characters of the same universe in that picture, i.e. Mario and Peach, I think those comparisons are accurate because they're in the same universe, and thus are compared in that universe's size. An example of what I mean is that Zelda and ZSS should be the same height, as well as Charizard and Bowser being the same size. But I want your input on what I just said, so that we can reach an impasse.

I didn't think of that. That's pretty genius, right there, to remove the Bullbo altogether, as the horse would make more sense. When I saw that post of yours, I was like,"Ya know, I made sure there was one of each type of other creature, like 1 aerial, 1 close combat bulblin, 1 ranged bulblin, 1 hybrid(i.e. Chilfos), and then the unique creatures, like Lord Bullbo and Darknut, but I had 2 of a ridable creature in that list."

Well there's a thought. Maybe combine my ideas with that, to have the moves have the same effects as Brawl's, but have the animations as in the video?(With the exception of him throwing the sword, as that's not even close to TP; I mean it's the "Warlock Blade", not "Mjolnir") What are your thoughts on this?

And now, for an update on ideas for Zelda and for Link:

[See Above Zelda Description for info on why I separated this into these two parts]Note: If I have something put like "Down-Smash" or "Final Smash" or anything, without a ':' or description after it, then it means no change to Brawl's moves, but just set the move to being visible for that Zelda model.

More Ideas for Zelda - Part A(Robe-Related Moves):

Up-B: Make it similar to Fox's/Falco's Up-B, but make it look similar to a green comet with wind and leaves surrounding it(AKA Farore's Special Move)Side-B: Samus-Style charge up ranged attack that, upon release, will do NO damage, but have much more power than Samus's(AKA Nayru's Special Move)Down-B: Start creating a shield that slowly makes its way around Zelda, and then, after it's finished forming, will explode in a similar fashion to Din's Fire in Ocarina of Time, and it will have a very slow charge-up time, but have high power(AKA Din's Special Move)(Note, though, that hitting her before the shield is fully up will break the shield, and she'll have to start over; also, attacks can go through the shield)B: A counter that functions as Peach's, only has an electric counter instead of a punch-like effectAerial Up-A: Change to lightning effectAerial Side-A(Forward)Aerial Side-A(Backward)Aerial Down-A: Change to be more like Ganondorf's Aerial Down-A in Brawl in effects and powerAerial A

More Ideas for Zelda - Part B(Robe-Not-Being-Worn-Related Moves):

Note: For any times that the words "Zelda's Sword" is used, it means her sword that she wields in the cinematic clip where she surrenders to Zant.

Final SmashUp-Smash: Move Zelda's Sword above her head, in a quick side-to-side motion, similar to her Brawl's Up-Smash, but having the blade have water on it, instead of electricity, that will function the same(AKA Nayru Attack)Side-Smash: Swing Zelda's Sword in front of her in an arc, from her head to her feet; it has an exploding fire effect upon impact(Similar to hitting a character with Mario's Side-Smash)(AKA Din Attack)Down-Smash: Sweep Zelda's Sword around beneath her, just like Shulk's Down-Smash in Sm4sh, and apply a forest-like visual effect, that will function like her electric attacks(AKA Farore Attack)Up-Tilt-A: Arc Zelda's Sword above her head in a side-to-side motion, with Nayru's Attack visual effectSide-Tilt-A: Poke Zelda's Sword in front of her in a jabbing motion, with Din's Attack visual effect(It would be similar to Marth's B in animation, but toned down on the force of the attack)Down-Tilt-A: Poke Zelda's Sword in front of her on the ground, with a Farore's Attack visual effect(It would be similar to Marth's Down-Tilt-A)RunForward-Then-A: She uses Zelda's Sword, lunging forward, with a white effect(Combining all 3 visual effects)(It would be similar in animaiton to the final strike of Link's Final Smash)A: Attack with Zelda's Sword, with a white effect(Combining all 3 visual effects)(It would be similar in animation to Marth's regular A)

My description of how to make Zelda canon is now complete.

More Ideas for Link(More to come soon):

As previously mentioned, I think he should have alternate PSA options with the only changes being his B, Side+B, and Up+B. And the changes should be having each PSA centered around a certain item that Link can use. The lists are below,(With the exception of the Gale Boomerang Moveset and the Hidden Skills Moveset, as those are already mentioned above) followed by a short paragraph detailing 2 other items that Link will use consistently throughout each PSA.

Potion MovesetNote: All of the Chuchus and potion types and such listed here are exclusive to LINK ONLY. Toon Link's moveset will have different models and textures, and thus they can only activate with the ones that are relevant to their own movesets.(e.g. Link cannot scoop up Red Chu Jelly from Toon Link's moveset, and vice versa)Up-B: Drink Potion ASide-B: Drink Potion BNote: Chuchus will randomly spawn on the stage, and they won't do anything but sit there; they can be attacked by anyone, and after they die, they'll leave behind chu jelly that will disappear after a bit. Fairies will also periodically appear, but they will disappear after a certain amount of time, as well. However, if Link scoops one of these up, it will stay in his bottle and not disappear until he drinks it.Another Note: There are two types of Chuchus that can appear: Red and Blue, and they have equal chance of appearing.B: Scoop up Chu Jelly/Fairy/Show IconsAnother Note: There are 3 types of potions that Link can make when scooping up the jelly/fairies - Red Potion, which heals him 73%(Similar to a Heart Container in Brawl), Blue Potion, which is exactly the same as Red Potion, and Fairy, which will heal him 73%(Similar to a Heart Container in Brawl), or, if he hits 100%, it will automatically be used to heal him the same 73%.(The number 73% is from that it heals 8 hearts in TP, and if you get all of the regular Heart Containers but NOT all 9 Heart Pieces, then you'll have 11 hearts)Another Note: Pressing B if you're NOT scooping up anything will just show the icons of what potion is which direction(Kind of like a pie chart layout); empty bottles will display an icon of an empty bottle, instead of not be thereAnother Note: Because the Potion Moveset gives him free healing and stuff, he doesn't need his extra third jump, or else he might get overpowered.

Bomb MovesetUp-B: Throw a Bomb downward, thrusting yourself upwards without giving yourself damage, but it can damage anyone who stands there(Similar in animation to Megaman in Sm4sh, if you jump once and use his aerial Down-A)Side-B: Spawn a Bombling, which will walk forward before explodingB: Place a Bomb on the groundNote: Bombs will randomly appear on the stage. It's about 75% chance that it'll be a regular Bomb, and about 25% chance of being a Bombling. You'll start the game, though, with 22 regular Bombs and 8 Bomblings.(Basic Bomb Bag) Just walk into them to pick them up.

Bow MovesetUp-B: Shoot Bow Upwards and Jump UpwardsSide-B: Shoot Bow to the SideNote: Arrows will randomly spawn on the map, and you will find either regular Arrows(Most Common), or Bombs(Rare). Link starts each battle with 30 regular Arrows.(Basic Quiver)B: (If Applicable)Swap Arrow Types, between the 2 types - Regular, or Bomb Arrows.(i.e. Attaching Bombs that you find to the Arrows; they explode on impact, having more power and higher damage)

Double Clawshot MovesetNote: If he's hanging somewhere with his Clawshot, he can use the second one at a 90 degree angle.(e.g. If he uses his Up-B and gets stuck in terrain, he can then use Side-B, to shoot another Clawshot to the side; but he can only do this one under this circumstance)Up-B: Shoots a Clawshot Upwards; if it hits an enemy, you'll be pulled to the enemy's location, and, like a grapple(Like Captain Falcon's/Ganondorf's Up+B's in Brawl), toss them to the side; if it collides with terrain of ANY sort(Even platforms), it will pull you to that location, and you can use the control stick to pull the chain on it up or down, and A to unlatch the Clawshot from the terrain; if it doesn't hit anything, then the move won't do anything at all.Side-B: Shoots a Clawshot to the Side; something similar(A side-to-side version) to the above statement happens with this move.B: If attached to terrain with a Clawshot, pressing B will start to swing you in whichever direction you are currently facing, then pressing it again will have you swing the other way, etc. etc.

Rod of Dominion MovesetNote: "Robot" refers to controlling this guy. When I use this word, I'm meaning that the Robot-like thing does this.Up-B: Robot Jumps; Link also JumpsSide-B: Robot Swings his hammer-thing downB: Switch controlling the Robot on and offNote: When the Robot is "On", any time that Link moves, the Robot will move the same distance and direction as Link.

Ball and Chain MovesetUp-B: Link Jumps. Toss the Ball and Chain upwards. at the top of the swing, it will arc slightly before coming back down.(Similar to if it traveled in this line)Side-B: Toss the Ball and Chain forwards.B: Start whirling the Ball and Chain around Link's head. Letting go of B will have it get tossed in an arc forwards.(About a 45 degree angle; basically exactly between the angles of Up-B and Side-B)

Horse Call/Epona MovesetNote: If you're next to Epona, you automatically mount up, and to dismount, you press B.Up-B(Must be on Epona): Jump, like so(And yes, you can do this jump in mid-air, just like all the other Brawl jumps)Side-B(Must be on Epona): Use the yellow gear-like icons at the bottom of the screen when you play TP(I dunno what they're called; see this picture to know what icons I mean, though)B: Call Epona over to your location using the Horse Call. Epona comes running.Misc(While on Epona): Running over enemies will hurt them; All A attacks are disabled, with the exception of the list below. A: Fire Hero's Bow(Infinite Arrows with this moveset) Side-Smash: Spin Attack Down-Smash/Up-Smash/Tilt-A(Of All 3 Types): Regular Attack(i.e. In TP, when you're pressing forward on the joystick and then press B)

Ooccoo/Ooccoo Jr. MovesetUp-B: The equivalent of Zelda's Up-B(With Ooccoo remaining where Link was last, and Ooccoo Jr. being with Link)Side-B: The equivalent of Fox's/Falco's Side-B(With Ooccoo remaining where Link was last, and Ooccoo Jr. being with Link)B: Wherever Ooccoo is, Ooccoo Jr. and Link will automatically teleport there, no matter where any of them are; if the player instead double-clicks B, Ooccoo will teleport to Link and Ooccoo Jr.

Items that Link will use in every movesetSpinner: Replace his Charge-forward-move with it. He will then hop onto his Spinner, and drift a little further, until it gradually is stopped, in which case he puts it back in his "inventory".Note: Rupees will randomly appear on the stage. The cheaper ones are more common than the expensive ones. Link will also have a constant display on the bottom of the screen how many Rupees he currently has. Any Rupee, though, is rare, or else the armor would be OP.(Because if Rupees were common, you could be invincible forever) Link starts each battle with 10 Rupees.Magic Armor: Replaces his Down-Tilt-A. Press Down-Tilt-A again to go back to Hero's Clothes. While using Magic Armor, a Rupee is drained per second, and your character is immuned to damage. However, he is NOT immuned to knockbacks.

Now all I have left for ideas for the Zelda characters to type are the remaining ideas for Link!

Zelda and ZSS being the same size and so on is definitely a good idea. And yeah, we can use the animations in the sword moveset I linked, but with the same damage (I imagine we might have to increase his range though.)Post Merge: January 30, 2016, 03:55:53 PMBy the way, I noticed that in Brawl, Wolf is taller than both Fox and Falco O.OHere are their official heights: 6 feet 2 inches 6'2" (1.88 SM) 5'8" (1.73 SM)

Post Merge: January 30, 2016, 04:30:23 PMUpdate: Fox, Falco and Wolf will have different heights.

6'2" - 5'8" is 6 inches, which is half a foot. Now seeing as how a person's head is about 1 foot, and Falco's half a head taller than Fox, it would seem that only Wolf needs to be resized to slightly shorter to be the same size as Falco. But yes. I think that we need to check each character's size.

In fact, you were actually right about Ganondorf's size; I dunno why he isn't that big in-game, though, and with the model and the in-game size being different, I'm not sure about whether or not his size needs to be changed.

6'2" - 5'8" is 6 inches, which is half a foot. Now seeing as how a person's head is about 1 foot, and Falco's half a head taller than Fox, it would seem that only Wolf needs to be resized to slightly shorter to be the same size as Falco. But yes. I think that we need to check each character's size.

In fact, you were actually right about Ganondorf's size; I dunno why he isn't that big in-game, though, and with the model and the in-game size being different, I'm not sure about whether or not his size needs to be changed.

Since his in-game size in TP is the same as in Brawl, I think we can keep him the way he is.

Also, wasn't Super Mario Galaxy the latest Mario game before SSBB came out? If so, it's safe to assume it's SMG Mario who's in Brawl. Should we give him a SMG based moveset?